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Steam News19 August 20196y ago

Zombasite patch 1.023

This huge patch improves graphics a lot by adding shadow mapping, adds Steam cloud support, increases performance quite a bit, fixes several crashes, and fixes a ton of other more minor issues (more than 200 changes).

Full notes

Full Zombasite update

Read the full published notes in a cleaner layout. The original post stays linked below.

What changed

10 fixes6 additions9 changes3 removals
  • Performance
  • Gameplay
  • Fixes
  • Server
  • Balance
addedThis huge patch improves graphics a lot by adding shadow mapping, adds Steam cloud support, increases performance quite a bit, fixes several crashes, and fixes a ton of other more minor issues (more than 200 changes). 1.023 change list:
addedadded shadow mapping
addedadded Steam Cloud support
fixedfixed a possible crash when loading if build a level and then free the level before the end of the game setup
fixedhopefully fixed a crash in generateBlendedTileGeometry
fixedfixed a possible multiplayer crash if have lots of entity deletes since last message (only developer testing modes?)
removed lightIndexes being a local array in renderSurface (test went54.356.7removed lightIndexes being a local array in renderSurface (test went increased, buffmade getTileObject caching work better (test went57.858.9made getTileObject caching work better (test went increased, buffno longer cull each surface separately (now per entity) (test went48.349.0no longer cull each surface separately (now per entity) (test went increased, buffnow cull minimap blips better (test went57.765.4now cull minimap blips better (test went increased, buff

Zombasite changes

  • Cachemap
addedThis huge patch improves graphics a lot by adding shadow mapping, adds Steam cloud support, increases performance quite a bit, fixes several crashes, and fixes a ton of other more minor issues (more than 200 changes). 1.023 change list:
addedadded shadow mapping
addedadded Steam Cloud support
fixedfixed a possible crash when loading if build a level and then free the level before the end of the game setup
fixedhopefully fixed a crash in generateBlendedTileGeometry

This huge patch improves graphics a lot by adding shadow mapping, adds Steam cloud support, increases performance quite a bit, fixes several crashes, and fixes a ton of other more minor issues (more than 200 changes). 1.023 change list:

  • added shadow mapping

  • added Steam Cloud support

  • fixed a possible crash when loading if build a level and then free the level before the end of the game setup

  • hopefully fixed a crash in generateBlendedTileGeometry

  • fixed a possible multiplayer crash if have lots of entity deletes since last message (only developer testing modes?)

  • fixed an infinite loop related to explosion traps and cave ins (Mandark)

  • fixed a crash in ResourceSystem::freeNextResource (I triggered it in the editor, but it might be random crash in many other places)

  • fixed a crash in Quest::switchCombatants when a purge happens during switch (probably rare in real games)

  • fixed a crash when a player leaves a multiplayer game and then a monster damaged by that player tries to reference the player's clan

  • fixed a crash if X the entire window while in multiplayer game

  • fixed a way multiplayer game maps could be out of sync in multiplayer (hella)

  • fixed never dropping legendary rings, jewelry, or necklaces (Destro*)

  • now if load game and the main monster of a quest is in a secret level shift to it somewhere more reasonable - this can happen if I change the layout of the worlds and what used to be a normal level ends up being a secret level after the layout shift (Wayne)

  • now on load if monster level and quest level doesn't match for some reason (most likely because world layout changed) fix quest level (Varkon)

  • now if an actor clan loads and is based in an area that no longer exists it will be moved to a valid location

  • now if load game and the main monster of a quest is in an invalid location shift to it somewhere more reasonable - this can happen if I change the layout of the worlds and what used to be a normal level ends up being a secret level after the layout shift (Mandark)

  • now non-player critical hits are 1.5X instead of 2X

  • difficulty damage mult now applies to projectile, radius projectile, direct damage, and status effects

  • added a few more safeguards to prevent corrupting character

  • safe guarded another place in save code to prevent corruption

  • now postpone building collision grid until models are loaded (should prevent a bunch of hitches)

  • removed lightIndexes being a local array in renderSurface (test went from 54.3 to 56.7 fps, 4.4%)

  • made getTileObject caching work better (test went from 57.8 to 58.9 fps, 1.9%)

  • no longer cull each surface separately (now per entity) (test went from 48.3 to 49.0 fps, 1.5%)

  • now cull minimap blips better (test went from 57.7 to 65.4 fps, 13.3%)

  • culled some more minimap blips better (test went from 69.2 to 71.5 fps, 3.3%)

  • cull tiles a little better now (test went from 71.4 to 71.9 fps, 0.7% - also simplifies code a bit)

  • cache model matrix instead of just angle (test went from 78.4 to 79.8 fps, 1.8%)

  • now some ResourceHandles marked as temporary and they don't go through add/remove user (test went from 78.4 to 79.4 fps, 1.3%)

  • no longer add lights from models (old feature) (test went from 78.9 to 79.4 fps, 0.6%)

  • optimized bindTexture slightly (test went from 79.4 to 80.0 fps, 0.8%)

  • sped up a bunch of getDatabaseEntry calls in CovenantBase (didn't test speed, too erratic)

Source

Steam News / 19 August 2019

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